Serious Games GAMEPLAY WHY DO WE PLAY GAMES

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Serious Games GAMEPLAY

Serious Games GAMEPLAY

WHY DO WE PLAY GAMES? �Entertaining �Simplified �Easier models to focus �Keep focus as

WHY DO WE PLAY GAMES? �Entertaining �Simplified �Easier models to focus �Keep focus as long as possible

ONE OF MANY ELEMENTS �Goals �Novelty �Gameplay �Learning �Storytelling �Immersion �Aesthetics �Socializing

ONE OF MANY ELEMENTS �Goals �Novelty �Gameplay �Learning �Storytelling �Immersion �Aesthetics �Socializing

At its heart, a game is what you DO

At its heart, a game is what you DO

FLOW THEORY (CSIKSZENTMIHALYI) � Pronunciation: CHEEK-sent-mə-HY-ee

FLOW THEORY (CSIKSZENTMIHALYI) � Pronunciation: CHEEK-sent-mə-HY-ee

ASPECTS OF GAMEPLAY � Challenges � Risk/rewards � Creative expressive play � Actions �

ASPECTS OF GAMEPLAY � Challenges � Risk/rewards � Creative expressive play � Actions � Fairness � Symmetry � Competition/cooperation

Gameplay is built around CHALLENGES

Gameplay is built around CHALLENGES

CHALLENGES (ADAMS AND ROLLINGS) � Physical � Exploration coordination � Formal logic � Pattern

CHALLENGES (ADAMS AND ROLLINGS) � Physical � Exploration coordination � Formal logic � Pattern recognition � Time pressure � Memory and knowledge � Conflict � Economic � Creation � Conceptual reasoning

GAME MECHANICS LONELINESS

GAME MECHANICS LONELINESS

SCHELL’S TAXONOMY � Space � Objects � Actions � Rules � Goal (includes as

SCHELL’S TAXONOMY � Space � Objects � Actions � Rules � Goal (includes as a rule) � Skill � Chance

SPACE: MAGIC CIRCLE � Continuous vs. discrete � Number of dimensions � Boundaries �

SPACE: MAGIC CIRCLE � Continuous vs. discrete � Number of dimensions � Boundaries � Sub-spaces � Multiple models

SPACE: SOME EXAMPLES � Tic-Tac-Toe � Monopoly � Billiards � Lacrosse � Rock, Paper,

SPACE: SOME EXAMPLES � Tic-Tac-Toe � Monopoly � Billiards � Lacrosse � Rock, Paper, Scissors

OBJECTS: THE NOUNS � Characters � Weapons � Power-ups � Objects � Tokens �

OBJECTS: THE NOUNS � Characters � Weapons � Power-ups � Objects � Tokens � HUDs, �… dashboards

OBJECTS: WHAT ABOUT THEM? � Attributes (the adjectives) � States of attributes � Static

OBJECTS: WHAT ABOUT THEM? � Attributes (the adjectives) � States of attributes � Static or dynamic � State diagrams: transitions and triggers � Communicating � What � How states should the player know? much state can a person track? � Secrets: who knows what

STATES: WHO KNOWS? � 3 classes: � Private � Public � Unknown � Secrets:

STATES: WHO KNOWS? � 3 classes: � Private � Public � Unknown � Secrets: who knows what � Design Issues � What should the player know? � How much state can a person track?

STATES: EXAMPLES � Chess � Poker � Draw � Stud � Blackjack � Concentration

STATES: EXAMPLES � Chess � Poker � Draw � Stud � Blackjack � Concentration � Rock, Paper, Scissors